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Dragon 22 | - | Best of Dragon, Vol. II | - | Dragon |
DUNGEONS
& DRAGONS® pioneered role playing in the gaming hobby. It brought
fantasy before hobbyists, and it set before them
a game-form most had never
heard of. Perhaps 150,000 persons now
play D&D®, but it
was by no means an instant success. 1,000 boxed
sets, hand assembled and
labled, took eleven months to sell, another
1,000 of the same took only
five or six months to sell (and Tactical
Studies Rules was thrilled).
Finally a third printing of 2,000 sold in
five months. So from January,
1974, to December, 1975, only 4,000
sets of the original version
of the game were in circulation. (Of course,
I have no way of knowing
how many pirated copies of D&D were in
existence, but some estimates
place the figure at about 20% of the total
sales, some as high as 50%.
In any case 5,000 or 6,000 sets was certainly nothing to set the gaming
world on fire, or was it?) Today the “Basic
Set” sells 4,000 copies
per month, and the sales graph is upwards.
A month has not gone by in
the last two years when I haven’t been
interviewed by one or more
newspaper writers or independent journalists who want to know all about
D&D. I have likewise been interviewed by radio and TV news media, generally
for the same reason. At
the risk of claiming too
much for the game, I have lately taken to likening the whole to Aristotle’s
POETICS, carrying the analogy to even
more ridiculous heights
by stating that each Dungeon Master uses the
rules to become a playwrite
(hopefully of Shakespearean stature),
scripting only plot outlines
however, and the players become the Thespians.
Before incredulity slackens
so as to allow the interviewer to become hostile, I hasten to add that
the analogy applies only to the basic
parts of the whole pastime,
not to the actual merits of D&D, its DMs,
or players. If you consider
the game, the analogy is actually quite apt.
DUNGEONS & DRAGONS is
like none other in that it requires the
game master to create part
or all of a fantasy world. Players must then
become personae in this
place and interact with the other populace.
This is, of course a tall
order for all concerned — rules, DM, and players alike.
Relating a basic adventure,
an episodic game session in the campaign, to a trip in an underground labyrinth
does help the uninitiated
to understand the simplest
D&D fundamentals — discover an
unknown area, move around
in it by means of descriptive narration
from the Dungeon Master,
overcome whatever obstacles are there
(traps, problems, monsters),
and return with whatever has been
gained during the course
of the whole. The DM takes the part of
everything in this fantasy
world which is not operated by a player.
While this should not mean
it is then a game of DM versus the players,
it does mean that DUNGEONS
& DRAGONS is a co-operative game
where players must interact
successfully amongst themselves first, and
non-hostile portions of
the campaign milieu thereafter, in order to be
successful. The Dungeon
Master is incidentally against the players
when he or she is operating
that part of the “world” which is hostile,
or potentially so, but in
general the referee must be disinterested.
At about this point I am
always asked: “Well, then, how do you
win? who wins?!” The answer
is, EVERYBODY — providing that the
game is well run. The DM
gets the satisfaction of testing his abilities
against those of the players,
the fun of taking the non-player parts,
and the accolades of participants
when a particularly well-done adventure or series has been completed. Players
enjoy the challenges of each
situation and have the prospect
of continuing adventures and puzzles
to confront them, each with
his or her game persona. Thus all taking
part in the campaign get
something besides a momentary diversion.
Winning no more applies
to D&D than it does to real life. The successful DMs and players gain
renown via their campaigns or their
superior characters. To enthusiasts
of the game it is far more satisfying
than triumphing in a single
game or whole series of games.
Simply stated, D&D is
a multi-player game of fantasy role playing, where the rules give systems
of resolution for common game
occurrences, lists and explanations
of things which are not actual
(monsters, spells, magic
items, etc.), systems for interaction, and suggestions as to how to put
this into the campaign, i.e. create the milieu.
Once begun, the campaign
continues until the DM and/or all of the
players decide it should
end. As with any exercise in fantasy it requires
suspension of disbelief.
Those who find the game interesting will soon
enough thereafter create
their own sort of involvement and belief. But
why is such a game (and
similar fantasy role playing games, for that
matter) so popular? What
is its appeal!?
Our modern world has few,
if any, frontiers. We can no longer
escape to the frontier of
the West, explore Darkest Africa, sail to the
South Seas. Even Alaska
and the Amazon Jungles will soon be lost as
wild frontier areas. Furthermore,
adventures are not generally possible anymore. The frontiers are receding
into memories, modern communications make all of the world available to
casual travellers, and
the most backward places
are becoming more and more civilized. Certainly it is still possible to
go scuba diving, mountain climbing, auto
racing, sky diving, and
so on. These are expensive and risky for no real
purpose in most cases. One
can also have adventures as a criminal, or
possibly as an agent of
the government (if one is sufficiently qualified),
but the former is distasteful
to say the least, and the latter is most
unlikely. Americans, with
more leisure today than ever, crave entertainment. Some desire adventure
and excitement. Obviously, various
entertainment media are
doing big business — TV, motion pictures,
spectator sports, recreational
vehicles, sporting goods, book publishers, and game manufacturers are all
growing. “Escape fiction” sells
better today than ever,
and witness the success of the recent science fiction and fantasy films.
Looking towards space and
the future for new frontiers and
adventure is logical. The
universe has fascinated mankind since
recorded history, and today
it seems quite probable that within a few
decades numbers of us will
live off of the earth, and in a century or so
we will travel to the stars.
Perhaps there will be frontiers and adventure
enough then for all who
care to test their mettle. But it is no less surprising for us to look
into the realms of fantasy for imagined adventure. Most literate people
grow up on a diet of fairy tales, Walt Disney,
and comic book superheroes.
We somehow relate to stories of young
princes going out into the
world to seek their fortune, of knights rescuing maidens in distress and
slaying dragons, of dealings with wicked
magicians and evil witches.
The myth of all peoples contain great
stocks of such fantasy lore.
If nothing else, the desire to believe in such
seems to be innate in humanity.
Whether or not there are parallel
worlds or places where fantastic
creatures actually live and magic
works is not germane, for
most of us are familiar with the concepts as
if they were actual, and
we have a desire to become involved, if only
vicariously, amongst such
heroic epics of magic and monsters. It is
therefore scarcely surprising
that a game which directly involves participants in a make-believe world
of just such nature should prove
popular; and had I reasoned
out the enthusiasm it roused amongst the
first few who played it,
it would have been evident that D&D was
destined to become a very
popular game indeed. (Naturally, hindsight
is usually a 20/20 proposition,
and the fact is I wrote the game for a
small audience of devoted
miniatures players . . . )
If millions take to the fantasy world of J.R.R. Tolkien, and nearly as many follow the heroic feats of Conan, the market potential of a
game system which provides
participants with a pastime which creates
play resembling these adventuresome
worlds and their inhabitants is
bounded only by its accessibility.
Access has two prominent aspects;
availability is the first;
that is, are potential players informed of the
fact that the game exists,
and are they able to physically obtain it; and
difficulty is the second,
for if once obtained the game is so abstruse as
to be able to be played
only by persons with intelligence far above the
norm, or if the game demands
a volume of preliminary work which is
prohibitive for the normal
individual, this will be recognized and the
offering shunned even if
it is available. D&D failed on both counts,
and still its following
grew. Today we are putting D&D onto the track
where it is envisioned it
will have both maximum availability and
minimum difficulty. This
is best illustrated in the “Basic Set.”
Well over two years ago we
recognized that there was a need for
an introductory form of
the game. In 1977 the colorfully boxed “Basic
Set” was published. It contained
simplified, more clearly written
rules, dungeon geomorphs,
selections of monsters and treasures to
place in these dungeons,
and a set of polyhedra dice — in short all that
a group of beginning players
need to start play with relative ease. Later
editions have cleaned up
most of the flaws in the first, and the newest
will do away with the geomorphs
and list of monsters and treasures in
favor of a complete basic
module, so that difficulty will be reduced
even further.
This should broaden the game’s
appeal to a base in the
millions, and then the major
factor becomes availability. Popular de
mand always increases availability,
and D&D has been blessed by its
enthusiasts most generously
in this regard. Coupled with the work be
ing done by TSR to publicize
and promote the game, the availability
factor will also be maximized
over the next few years. Finally, to main
tain interest, a series
of new and interesting modular dungeon and out
door scenarios, as well
as more playing aids, will be made available
periodically. The number
of D&D players should certainly continue to
mushroom for several years.
Fanatical game hobbyists
often express the opinion that DUN
GEONS & DRAGONS will
continue as an ever-expanding, always im
proving game system. TSR
and I see it a bit differently. Currently
D&D is moving in two
directions. There is the “Original” game system
and the new ADVANCED
D&D® system. New participants can
move from the “Basic Set”
into either form without undue difficulty
— especially as playing
aid offerings become more numerous, and that
is in process now. Americans
have somehow come to equate change
with improvement. Somehow
the school of continuing evolution has
conceived that D&D can
go on in a state of flux, each new version
“new and improved!” From
a standpoint of sales, I beam broadly at
the very thought of an unending
string of new, improved, super,
energized, versions of D&D
being hyped to the loyal followers of the
gaming hobby in general
and role playing fantasy games in particular.
As a game designer I do
not agree, particularly as a gamer who began
with chess. The original
could benefit from a careful reorganization
and expansion to clarify
things, and this might be done at some future
time. As all of the ADVANCED
D&D system is not written yet, it is a
bit early for prognostication,
but I envision only minor expansions
and some rules amending
on a gradual, edition to edition, basis. When
you have a fine product,
it is time to let well enough alone. I do not
believe that hobbyists and
casual players should be continually barrag
ed with new rules, new systems,
and new drains on their purses. Cer
tainly there will be changes,
for the game is not perfect; but I do not
believe the game is so imperfect
as to require constant improvement.
Does this mean that D&D
will be at a dead end when the last of
AD&D® is published?
Hardly! Modules and similar material will con
tinue to be released so
as to make the DM’s task easier and his or her
campaign better. Quite frankly,
the appeal of D&D rests principally
upon the broad shoulders
of the hard-working Dungeon Masters. The
rules never need improvement
if the DM is doing a proper job, but of
course he or she can do
so only if the rules are sufficient to allow this.
With refined rules and modular
additions, all aspects of a long lived
and exciting campaign will
unquestionably be there for the DM to
employ. Will D&D dead
end when its novelty dies? That is impossible
to answer. It is my personal
opinion that the game form is a classic
which is of the same stamp
as chess and MONOPOLY® ; time will be
the judge. No doubt that
there is a limit to the appeal of the game in
any of its current forms.
If tens of millions play a relatively simple, so
cial sort of a game such
as MONOPOLY, it is a sure thing that a far
more difficult game such
as D&D will have a much more limited audience. As the game cannot be
simplified beyond a certain point, we
look to another means of
popularizing it.
DUNGEONS & DRAGONS can
be played on a computer. Computers are most certainly a big aspect of the
near future, particularly
the home computer. Non-programmable
computer games are already
making big inroads into
the toy and hobby market. They will grow still
more, and soon programmable
games will join this trend. D&D program cassettes plugged into a home
computer would obviate the need
for a DM or other players.
Thus the labor of setting up a campaign or
the necessity of having
a fairly large group to play in it would be removed. The graphic display
would be exciting, and the computer
would slave away doing all
of the record work and mechanics
necessary to the game, giving
nearly instantaneous results to the player
or players. Computerization
of D&D has many other benefits also,
and such games would not
destroy the human-run campaign but supplement game participation. This
is the direction we hope to make
available to D&D. Let’s
see if my foresight is as keen as my hindsight.
All that being so, what is
the purpose of this column, the reader
may justifiably inquire?
Well, as I make no claim to perfection, no
such claim can be made for
ADVANCED D&D or D&D for that matter. This column will cover controversial
rules or systems, problem
and so-called problem areas
of D&D/AD&D, and consider new
material as well. If the
games are not to be continually changing and
“evolving,” neither is it
envisioned that they have reached such a state
of perfection so as to become
immutable. What appears herein is
discussion which will sometimes
lead to alteration, amendment, or expansion of one or the other system.
Initially, what you read here will be
direct from me, but all
DMs — and players also — are invited to submit article material of high
calibre. A glance at the introductory sections of all of the works comprising
the D&D/AD&D systems will
show that many individuals
contributed to the designs. The list in the
forthcoming DUNGEON MASTERS
GUIDE is longer still. All of
these individuals, and the
audience at large, are cordially invited to
submit their thoughts and
opinions on pertinent matters. If I am not to
be “the great god gygax,”
a claim I have never made nor supported,
there must be input which
presents argumentation and systems which
are meaningful alternatives
to replace or augment existing rules and
systems. This is not to
say that anyone’s favorite variant, even if welldesigned, is likely to
become D&D/AD&D, but at worst reasons for
why it is unacceptable will
be given, and the possible results could be a
major change in the game.
So here is your forum. Let us hope it becomes a useful and meaningful exchange!